Item found message |
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Oct 19 2008, 02:59 AM
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Level 2

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Type: Event Designer
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ITEM FOUND MESSAGE Version 1.5 AuthorSkyhuter Release Date20.11.2008 Introduction The script automaticlly shows a message whenever you gain an item. So there is no call scripts whatsoever. Script is plug and play. Added sound Chime2 when item found. Features Copy script from here, not the demo, this script is updated to 1.4, now when you exit a shop no messages will show. Script CODE #----------------------------------------------------------------------------- # Sky_Hunter's Item Screen Add On # Simplified by Jens009 # Version 1.5 #----------------------------------------------------------------------------- #----------------------------------------------------------------------------- # Game_Party #----------------------------------------------------------------------------- class Game_Party < Game_Unit # Alias Method gain_item alias jens009_gain_item_add_on gain_item # Alias Method gain_gold alias jens009_gain_gold_item_add_on gain_gold #----------------------------------------------------------------------------- # gain_gold #----------------------------------------------------------------------------- def gain_gold(n) # Call Old Methods jens009_gain_gold_item_add_on(n) # Make New Methods if n > 0 and not $game_temp.in_battle and not $Scene_Shop $game_message.background = 0 #here is the background of the message $game_message.position = 0 #the position $game_message.texts.push("Found "+(n.to_s)+" gold") Audio.se_play("Audio/SE/Chime2", 75, 0) end end #----------------------------------------------------------------------------- # GAINING ITEMS #----------------------------------------------------------------------------- def gain_item(item, n, include_equip = false) # Call Old Methods jens009_gain_item_add_on(item, n, include_equip = false) # Call New Methods number = item_number(item) case item when RPG::Item if n > 0 and not $game_temp.in_battle and $game_map.interpreter.running? and $scene.is_a?(Scene_Shop) == false $game_message.background = 0 #here is the background of the message $game_message.position = 0 #the position $game_message.texts.push("Found "+(n.to_s)+" "+($data_items[item.id].name)) Audio.se_play("Audio/SE/Chime2", 75, 0) end when RPG::Weapon if n > 0 and not $game_temp.in_battle and $game_map.interpreter.running? and $scene.is_a?(Scene_Shop) == false $game_message.background = 0 #here is the background of the message $game_message.position = 0 #the position $game_message.texts.push("Found "+(n.to_s)+" "+($data_weapons[item.id].name)) #and text Audio.se_play("Audio/SE/Chime2", 75, 0) end when RPG::Armor if n > 0 and not $game_temp.in_battle and $game_map.interpreter.running? and $scene.is_a?(Scene_Shop) == false $game_message.background = 0 #here is the background of the message $game_message.position = 0 #the position $game_message.texts.push("Found "+(n.to_s)+" "+($data_armors[item.id].name)) #and text Audio.se_play("Audio/SE/Chime1", 75, 0) end end end end # End of Game_Party Modification CustomizationYou can customize the message that appears in any way. the background, position and text. Audio.se_play("Audio/SE/Chime1", 100, 50) first number is volume, second is pitch. Compatibility Should be compatible with everything. Screenshot DEMO Demo is outdated, use the script from the codebox above. http://www.mediafire.com/?eiynij0dykgInstallation Copy script FAQTerms and Conditions Just use it as you wish. Credits would be nice but not necesary. CreditsMade by skyhunter Simplified by Jens009
This post has been edited by Skyhunter: Nov 28 2008, 03:49 AM
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Oct 19 2008, 06:38 PM
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L Did you know? Death gods... only eat apples

Group: +Gold Member
Posts: 2,976
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Hey! Good job for making your first script. I've simplified it so that you don't have to directly edit Game_Party *Code removed refer to first post*Instead of directly editing Game_Party, we simply call the Game_Party class and its methods. We do not want to edit the methods directly too but rather add to the methods. To do so, we alias the methods. Here's how aliasing goes: CODE alias new_name old_name All it does is call the old methods of that function To call the old methods, you have to type the new name as such: CODE new_name(inputs) or if there are no arguments/inputs at all just do CODE new_name Again, lessons to note: 1) You don't have to edit it directly, just call the class again. 2) Alias methods as much as possible. Hope this helps. =] Good job once again. .
Reason for edit: code has been removed by request
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Nov 24 2008, 04:23 AM
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Level 2

Group: Member
Posts: 21
Type: Event Designer
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QUOTE (hadou17 @ Nov 23 2008, 01:07 PM)  Can you make it so that a sound effect chimes in along with the message? Yeah np
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Nov 24 2008, 04:27 AM
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Level 2

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QUOTE (Skyhunter @ Nov 24 2008, 04:23 AM)  QUOTE (hadou17 @ Nov 23 2008, 01:07 PM)  Can you make it so that a sound effect chimes in along with the message? Yeah np cool, cant wait for it.
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Nov 24 2008, 04:50 AM
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Level 2

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Posts: 21
Type: Event Designer
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QUOTE (hadou17 @ Nov 24 2008, 01:27 PM)  QUOTE (Skyhunter @ Nov 24 2008, 04:23 AM)  QUOTE (hadou17 @ Nov 23 2008, 01:07 PM)  Can you make it so that a sound effect chimes in along with the message? Yeah np cool, cant wait for it. Sound added.  You can customize volume and pitch
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Nov 24 2008, 05:43 AM
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Level 2

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QUOTE (Skyhunter @ Nov 24 2008, 04:50 AM)  QUOTE (hadou17 @ Nov 24 2008, 01:27 PM)  QUOTE (Skyhunter @ Nov 24 2008, 04:23 AM)  QUOTE (hadou17 @ Nov 23 2008, 01:07 PM)  Can you make it so that a sound effect chimes in along with the message? Yeah np cool, cant wait for it. Sound added.  You can customize volume and pitch cool man, works perfectly! thanks alot!
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Nov 25 2008, 05:53 AM
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Level 2

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Posts: 21
Type: Event Designer
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QUOTE (grafikal007 @ Nov 25 2008, 04:06 AM)  Can you pleaaaaase make a .txt file and post it?
I keep trying to copy and paste the script but it ends up pasting in a VERY LONG single line in the Script Editor.Nevermind, I just copied the post below you, I think it's the same. I was wondering if there's a way to edit it so that the box is much smaller, shows one item at a time instead of listing them, and centered? Post below isn't the same, don't use it. It has bugs. I could probably make what you want. But i don't have the time right now.
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Nov 26 2008, 08:48 AM
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Level 4

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 Hmm... good.. But what if you want to give the charecter a large amount of items? That would be annoying.
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Nov 26 2008, 01:15 PM
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Level 2

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QUOTE (kingoftheroad @ Nov 26 2008, 08:48 AM)   Hmm... good.. But what if you want to give the charecter a large amount of items? That would be annoying. Lol, yeah. I didn't like that it created a full message box to list off 4 items then refresh and list off more. But for whatever reason, I really don't mind when in a game if you pick up 3 or 4 items, a small centered window at the bottom of the screen fades in and out 3 or 4 times informing you that you picked up a new item.
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Nov 27 2008, 06:00 PM
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Level 2

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I thought of that before. But, sry guys i m not that good with scripting, so for the time being this is all there is. Also i don't have much time, but thx for comments. Maybe when i have more time will upgrade this script.
This post has been edited by Skyhunter: Nov 27 2008, 06:00 PM
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Nov 28 2008, 03:48 AM
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Level 2

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QUOTE (jens009 @ Nov 28 2008, 05:17 AM)  SkyHunter, you should put your code under the code tag instead of codebox. Also, the bug he mentions is that an error will pop up whenever you gain an item from Scene_Shop.
If you guys still can't copy the script, press the reply button from his original post. A new window should pop up where you can reply to the topic with his quoted text.
Simply copy the script from this window. I put it in spoiler, I can't find that codetag, but the bug isn't just from scene_shop, when u aliased, u also forgot to remove to add items, so it gives double items. Uh, found the code tahg, jens could you edit the above post so people don't get confused?
This post has been edited by Skyhunter: Nov 28 2008, 03:52 AM
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Nov 28 2008, 11:16 AM
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Level 19

Group: Revolutionary
Posts: 371
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QUOTE (Skyhunter @ Nov 24 2008, 08:50 AM)  QUOTE (hadou17 @ Nov 24 2008, 01:27 PM)  QUOTE (Skyhunter @ Nov 24 2008, 04:23 AM)  QUOTE (hadou17 @ Nov 23 2008, 01:07 PM)  Can you make it so that a sound effect chimes in along with the message? Yeah np cool, cant wait for it. Sound added.  You can customize volume and pitch Hey (@ you or jens), adding the feature that the window also shows the graphics picture assigned to the item in the database would be nice. For example, the sword icon you have for the "Super Blade" in the database, appears within the window, like after the "You got the Super Blade!" For gold, it'll be a set of coins or something.
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Nov 30 2008, 05:51 PM
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L Did you know? Death gods... only eat apples

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QUOTE (Skyhunter @ Nov 28 2008, 03:48 AM)  Uh, found the code tahg, jens could you edit the above post so people don't get confused? Done. =] QUOTE Hey (@ you or jens), adding the feature that the window also shows the graphics picture assigned to the item in the database would be nice. For example, the sword icon you have for the "Super Blade" in the database, appears within the window, like after the "You got the Super Blade!" For gold, it'll be a set of coins or something. Good suggestion! I'm busy right now and besides this is not my script. Maybe SkyHunter would like to take on the request. ;-D
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